These things abound, but I generally prefer to remake my own classes than to use ones remade by other people. Besides, most people are remaking Monk to be a grappler, while I picture monks to be mobile support combatants, capable of dishing out a lot of wacky status effects that make the other fighters more useful... but not too good at doing high damage themselves.

This is meant to fit into a larger remake to upgrade combat classes and mildly nerf magic classes for my game; however, it should more or less balance to RAW, on the slightly powerful end.

AC Bonus: Rules are the same as RAW, but the bonuses are higher as shown.

Flurry of Blows: Flurry of Blows can be engaged as part of a full-round attack routine as usual; however, it can also be used to add a second attack to a Standard Action attack routine.
As a standard action, Flurry of Blows imposes a -2 penalty to each attack. Greater Flurry, at 11th level, allows 3 attacks at a -4 penalty to each attack. This penalty can be reduced to 0 for Flurry and 2 for Greater Flurry by taking the feat "Master Flurry" (prereq. Greater Flurry).
As a full round action, neither Flurry nor Greater Flurry imposes a penalty.

Sage Exertion:
Calm, meditative, perceptive study of the world around you allows you to better use your body to its purposes. Brute force is not, and will never be, a solution to any problem: you know that very well. As your training as a monk progresses, you become more and more capable of applying this understanding to day-to-day exercise. Your muscles are honed precisely where they need to be, you know your body perfectly, and you know precisely where to apply force to get the best result.
At first level and every level thereafter, the monk gains a +1 enhancement bonus that she can place on any physical attribute. The total bonus on any one attribute can never exceed the monk's Wis modifier; this enhancement is only applicable under the same circumstances that the monk is allowed her Fast Movement bonus to speed.
If the monk somehow cannot add her enhancement bonus (due to all 3 physical attributes having an enhancement bonus equal to her Wis modifier), she must still spend the enhancement. She just doesn't see the benefits until her wisdom improves.

Sagacious:This ability is being phased out, but I am not gonna delete it quite yet. Check it out if you're curious, it might make a nice feat set.Force is not the answer. Through careful consideration of where to apply a minimal amount of effort, you can achieve better results than you could through base physical training. Cannot the wind wear down the stone and blow out the flame?
At levels 1, 5, 9, 13, 17, and 19 the monk may change 1 weapon's relevant attack attribute to Wisdom, OR change 1 weapon's relevant damage attribute to Wis, OR change 1 class skill's relevant attribute to Wis. Some other non-Wisdom-governed feature could be changed to Wisdom at GM approval (eg. applying Wis instead of Con to hit points may be acceptable to some GMs)

Focused heart
Your body is yours. The first step on your path to ultimate self-control is to focus the power of your soul into your physical form. Just as your spirit is indomitable and immutable, so can your body be. As you learn to improve your meditative ability, you grow more capable at filling your physical shell with Ki and making yourself nearly supernatural.
At 2nd level, the monk gains the ability to draw Ki into her skin. While meditating, she gains DR/- equal to her ranks in the Concentration skill. While concentrating thusly she cannot move or take standard actions that require full attention. She can perform most swift, immediate, or free actions, including 5' steps (making 5' per round her maximum movement rate while meditating) and can take attacks of opportunity. Engaging or disengaging Focused Heart requires a Standard Action (obviously, the monk can take this action even though other standard actions are prohibited); the monk can take a Move Action in the same round as she engages or disengages Focused Heart.
Improved Focused Heart: After 6th level, the monk can maintain Focused Heart and move at walking speed. She still cannot perform standard or full-round actions; her available actions are otherwise just as limited as before. She cannot move faster than her base movement rate (no running, jump routines, charging, et cetera).

Ki Strike: At 3rd level, the monk's unarmed attacks are considered a magical +1 weapon. This +1 may be used as an enhancement bonus or can be exchanged for a magic weapon power of +1 equivalence. Every time the monk gains another +1, she has the same option (enhancement bonus or power). Additionally, points can be "saved" as enhancement bonus and used to purchase more potent abilities later. The enhancement bonus to the monk's fists (including the points invested in abilities) can never exceed the monk's wisdom bonus; Ki Strike points that are unusable because of a low wisdom are "hidden" and have no effect until the Monk's wisdom is high enough.
For example, Zookie the Monk gains +1 to her unarmed attacks at 3rd level. She turns this into enhancement bonus, then gains another +1 to her unarmed attacks at 5th level. She could now choose to have +2 enhancement to her fists (allowing her to save up for a larger power), or have +1 fists that are Ghost Touch, or she could have Holy fists with no enhancement bonus. Once purchased, abilities are permanent.

Bonus feat:
4th level: Monks get Snatch Arrows, Zen Archery, or Sagacious Damage (bonus feat that allows monk to choose 1 weapon and use Wis bonus instead of Str for damage). As usual, prerequisites need not be met.
9th level: Choose between Sagacious Skill (use Wis instead of relevant attribute for one skill) or any feat the monk could have chosen at 6th level (see PHB2 for a lot of level 6 monk bonus feat options). Other fighter bonus feats may be selected at GM's discretion.
15th level: At GM's discretion, any non-epic fighter bonus feat appropriate to Monk combat should be appropriate by this level. As usual requirements are not important.

Purity of Body: in addition to RAW, provides a +4 to saves against the diseases to which the Monk remains susceptible.

Wholeness of Body: Ignore RAW. While meditating, the Monk gains Fast Healing equal to her Wis modifier. The monk can speak while meditating or can use her Focused Heart power, but can do no other actions.

Abundant Step: The Monk gains this ability at 8th level. In addition to the listed limitation of per day usage, the monk cannot use Abundant Step more times per day than she has points of wisdom modifier (for example, a monk with Wis20 cannot perform more than 5 abundant steps).

Calm Analysis
Speed? Certainly, you are fast, but that is irrelevant to your effectiveness. What is important is to study your surroundings in an instant, to know with the clarity of a controlled mind the location of every dust mote and grain of sand you can sense. Then, while the less disciplined are still trying to understand what is going on, you can act.
At 10th level, the Monk can apply her Wisdom bonus to Initiative.

Diamond Body: In addition to RAW, Diamond Body adds DR 5/chaos; this is cumulative with Focused Heart DR while the monk is concentrating/meditating.

Guru's Wisdom: Years of study, meditation, and training have granted you an intuitive knowledge of the world and yourself. You need little effort to understand things anymore; it all comes naturally. Many seek you out for your advice.
Choose one of the following at 14th and 18th level: Moment's Wisdom: double the initiative bonus of Calm Analysis and gain a +2 enhancement bonus to Wisdom (works like Sage Exertion enhancement bonuses) Shared Wisdom: If you sit down meditatively and talk for 10 minutes, any listening intelligent being with a lower wisdom score than you is granted a +4 insight bonus to Wisdom for 1 hour per point of difference in your wisdom scores. Physical Wisdom: you gain +2 to your Sage Exertion enhancement on all your physical attributes. Wise Knowledge: You gain 1 new feat (must be a monk-appropriate fighter bonus feat for which you qualify), 1 new skill trick for which you qualify, and 4 skill points that can be spent on monk class skills. Chakra Wisdom: You gain one extra Minor and Major Chakra Touch. Traveller's Wisdom: You can use your Abundant Step ability to travel as per the Teleport spell; add your wisdom bonus to your % chance to arrive correctly on target.

Timeless Body: This ability also increases the Monk's projected lifespan by 25%.

Empty Body: As RAW, but the duration of Empty Body is equal to 10 minutes per monk level. The Monk can make targets go ethereal with her by touching them and willfully bringing them along; she can bring a number of passengers equal to her Wis modifier.
--Optional rule for GMs who like bookkeeping: Each passenger increases the amount of time spent by 1 minute; for example, every minute spent Ethereal with 2 passengers counts as 3 minutes towards the Monk's maximum duration.

Perfect Self: The Monk is only a partial outsider: she benefits from any spell where being an outsider is preferable, or from any spell where being a humanoid is preferable. Essentially, the player can choose if a given spell treats the Monk as an outsider or a humanoid. Perfect Self increases the monk's DR to 15/chaos.

Skill Tricks
The Monk gets bonus skill tricks (see Complete series books for a description of skill tricks) to expand her role as an acrobatic, mobile martial artist. She need not meet the requirements for these bonus tricks. If the monk already has the skill trick, she gains a bonus Movement skill trick of her choice in its place.
NOTE1: Although I haven't written requirements, all of these tricks should be selectable by monks, and many by other characters (rogues in particular). If a monk selects a skill trick from this tree early, she gets a bonus skill trick for which she qualifies when she reaches the level she would have gotten the trick.
NOTE2: These jumping/climbing tricks are just my vision for how the monk could behave. I would love to see an alternate tree of skill tricks for an alternate monk, so that the player could choose between 2 or 3 tricks at each level. However, I've got little inspiration left after writing all this. Suggestions?

Dragging Fall: By clinging to a wall, the monk can slow her fall and resist fall damage. She must make a climb check for every amount fallen equal to her movement rate. This check is no longer necessary once the monk can Wall Cling. When she gains Soft Jump, this ability may be used on soft objects. When she gains Double Jump, this ability may be used with nothing at all to hold on to.

Corner Perch: See Complete Scoundrel p.85. The Monk can jump into a corner and cling there once she can Wall Jump. If so desired, the Monk can begin a new jump routine on the next round starting from the corner perch, even though a running start is technically impossible. The first jump of this routine is treated as a standing jump; all subsequent jumps are running jumps.

Fast Jump: By performing multiple jumps in one round, the Monk can exceed her alloted movement allowance. Any single jump cannot exceed the Monk's normal movement without extending past one round; however, a "jump routine" composed of multiple jump techniques can cover much more ground without extending over multiple rounds. A jump routine must be started with a full running jump.

Wall Jump: When the monk ends a jump next to a wall square, she may make a second jump in any direction. This is considered part of the first jump's move action in terms of distance covered and maximum possible jump distance. Multiple Wall Jumps may be performed as many times as desired within the monk's jump routine, but no more than two wall jumps can be performed consecutively. (this is not to be confused with Wall Jumper, cScoun.90)

(+4 to jump): Rather than a new trick, at 7th level the monk receives a +4 bonus to jump checks as long as the jump is part of a jump routine. Single jumps do not receive this bonus.

Wall Cling: As corner perch, but the monk does not need a corner to perch in. Climb DC to hold on for each successive round increases by 8. The monk can jump onto a wall (or other, similarly sturdy vertical object) and cling there. Just as with corner perch, a wall cling can be the start of a new jump routine on the next round.

Soft Jump: As wall jump, but nearly anything can provide ample purchase for a second jump, as long as it is not a conscious and unwilling entity. Examples of adequate surfaces include water, cloth curtains, the branch of a tree, or a willing ally. A Soft Jump can only be performed once in a monk's jump routine.

Soft Cling: The monk can cling to soft surfaces as per Wall Cling/Corner Perch. Climb DC to hold on for each successive round increases by 10. The surface cannot be fully liquid; however, supple branches, hanging curtains, dangling ropes, and other solid non-wall surfaces are all acceptable. As with wall cling and corner perch, a soft cling can be the start of a jump routine.

Ceiling Cling: As corner perch/wall cling/soft cling, but the monk can cling to the underside of a horizontal surface or similar. Climb DC to hold on for each successive round increases by 12. As with all other clings/perches, a ceiling cling can be the start of a jump routine.

Double Jump: By focusing Ki into her feet, the monk can perform a jump with absolutely nothing to jump off of. This can only be performed once in a monk's jump routine.

Apogee Cling: At the apogee of a jump, the monk can hang freely in the air as if Corner Perching. This can be maintained for 1 round (ie. the monk jumps into the air as a move action, has 1 standard action in that round unless the action has already been taken; can take a standard action before falling in the second round; and comes down as her move action in the second round). By expending a Stunning Fists usage as a move action, the monk can add 1 round to her hanging time.

On the second round the monk may begin a new jump routine, provided she has 20' of altitude to drop: this counts as her "running start". Unless she can drop onto a wall or soft surface in that 20' to engage a wall or soft jump, the first jump of her routine must be a double jump.

Chakra Touches
These are touch attacks a monk can make against a humanoid opponent, interrupting its flow of Ki through the power of acupressure. The DC to resist a Chakra Touch is equal to 10+(1/2 monk level)+(monk's wis modifier). All Chakra Touches are touch attacks and can be performed as often as the monk chooses. Unless specifically noted, Chakra Touches do not provoke an attack of opportunity.

Limitations: A given target is only vulnerable to a given Chakra Touch once per day unless specifically noted; if it succeeds in a saving through against a touch it is not vulnerable to that touch again until a day has passed. Chakra touch effects (even from different touches) do not stack or overlap; a second Chakra touch does not have any effect until prior applied Touches have expired.

Monks can learn to make Chakra Touches against non-humanoid opponents that are vulnerable to critical hits. Each class of opponent requires the expenditure of 2 skill points; use the Ranger's Favoured Enemy chart for a list of possible opponent types. A monk who has a Favoured Enemy is able to make chakra touches against that enemy. The GM may rule that certain Chakra Touches are never applicable against certain enemies (for example, a Chakra Touch targetting the legs of a Beholder).

Minor Chakra Touches
If resisted, a Minor Chakra Touch has no effect.
Standard Duration: The effects of Lesser touches linger for 1 round per point of Wis modifier the monk has unless otherwise noted.

Special ability: By sacrificing one Minor Touch slot, the Monk can learn to perform Chakra Touches using any melee or reach monk weapon. The touch is still a touch attack and does not inflict damage besides its special effect.

Clumsy touch "Bear's Paw Holding Teacup"
Shorting nerves that control larger motor skills can be very effective
Activation Time: 1 standard action
Save: Ref
Effect: target suffers -4 to attacks and an spell failure of 20% to any spell with a somantic component.

Grip Touch "Pigeon Biting Hawk"
The hand coming towards you is rendered limp and useless.
Activation Time: Attack of Opportunity
Save: None
Effect: When a target provokes an attack of opportunity the monk can use this touch, causing the target to drop whatever it is holding in the affected hand.
Duration: Instantaneous

Interrupting Touch "Feather on Crane's Throat"
Care to repeat that?
Activation Time: 1 standard action or attack of opportunity
Save: Fort
Effect: Anything the target is saying dissolves into coughs for 1 round. This nullifies any spells with a verbal component.
Special: This touch can be attempted multiple times per day on the same target. Each time the target gains a cumulative +2 to its save.

Massaging Touch "Waves Smoothing Sand"
Activation Time: 1 full round action
Save: none
Effect: Heals the target of all nonlethal damage. The target gets a second chance to make save against any active Chakra touches.
Duration: Instantaneous
Special: If a monk with Massaging Touch takes Healing Touch as a major power, she can select a new minor touch to replace this one.

Stance Breaking Touch "Finger Tipping Ox"
A breaking motion with your hands and a quick stab of the fingers leaves your opponent reeling and gives you a clear shot.
Activation Time: 1 standard action
Save: Ref
Effect: Anyone attacking the target benefits as if flanking the target for the remainder of the round and hte subsequent round. This does not stack with the benefits of actually flanking.

Tripping touch "Reeds Beneath Stone"
Quickly shutting down the feeling to the legs causes one to stumble rather badly.
Activation Time: 1 full round action
Save: Ref
Effect: Target falls over and cannot get up until the Touch's effect has elapsed. The target can attempt a new reflex save after 2 rounds of being prone. If this save fails, the target must wait until the duration elapses to get up.
Special: Using this Touch provokes an attack of opportunity.

Major Chakra Touches
If resisted, most Major touches have a secondary effect. Major touches last for a number of rounds equal to 1d4xwis modifier of the Monk.

Special ability: By sacrificing one Major Touch slot, the Monk can learn to perform Chakra Touches at range using a blunt projectile. This is considered a ranged touch attack, and as with all Touches inflicts no damage beyond the normal Touch effect.

Disabling Touch "Grass Breaking Earth"
A very dramatic touch, this leaves an opponent's limb lifeless, dangling at its side like a cloth hung from a line.
Activation Time: 1 standard action or attack of opportunity
Save: Ref
Effect: Choose one limb on the opponent when targeting.Passed save: Any action the target was performing using that limb (moving, firing a bow, somatic component of a spell) is cancelled. The limb is usable again afterwards.
Failed save: The targetted limb is absolutely useless, a lifeless chunk of meat for the duration of the effect. The GM may determine the absolute effects of that limb being useless: a leg, for example, means the target falls over unless it can prop itself up. An arm means the target cannot attack with that arm and may not be able to perform somatic spells (same rules as holding a heavy shield in one hand).
Duration: 1 minute per point of wis modifier.
Special: This touch can be used more than once against the same target in a day. However, after the first time (successful save or no), the target feels no effect on a successful save, and the secondary effect on a failed save.

Healing Touch "Droplets Dancing on Leaves"
Just as ki can be disrupted through touches, so can it be restored.
Activation Time: 1 full-round action
Effect: The target is healed of all nonlethal damage, Minor Touch effects are automatically removed, and the target can re-attempt any saves against Major Touches in effect. The target gains Fast Healing equal to 1/2 the monk's Wis modifier for the duration of the Touch.
Special: If a monk that knows Massaging Touch selects this touch, she may replace Massaging Touch with a different minor touch.

Shattering Touch "Paper Covers Stone"
Though it's hard to detect, even inanimate objects have a sort of Ki, an extension of the ki of their bearer. As long as an object is being held, you know how to target this ki, setting up reverberations that build on themselves until the object starts shaking like the San Francisco bridge, whatever that is.
Activation Time: 1 standard action.
Save: Fort, if allowed
Effect: This touch targets an object being worn or carried or otherwise borne by an entity the monk is allowed to use Chakra Touches against. If the object is magical, it gets a fortitude save. Otherwise, it is destroyed. Objects that are anchored to the landscape, such as doors, do not count as being "held" even though they are touched.
Passed save: The object takes 1d6 points of sonic damage.
Failed save/no save: The object is destroyed or, if it cannot be destroyed, is sent flying from the bearer a number of squares equal to the monk's wisdom bonus. Be creative: indestructible plate armour might explode into segments, the straps holding it together shaking apart. If the GM can absolutely not think of away for the object to get away, the target is considered Nauseated for the duration of the Touch while the item jerks around maniacally on its body.
Duration: Instantaneous unless the item is completely irremovable from the target's body. Then, standard duration.

Softening Touch "Clay and Mud are One"
By mastering your own ability to protect your body from damage, you've learned to disable the same ability in others. It's just another way of disrupting Ki.
Activation Time: 1 standard action
Save: Fort
Effect: Passed Save: The target's DR is reduced by 1.
Failed Save: The target's DR is reduced by the monk's wisdom modifier, and can be bypassed by Lawful attack types unless the target is supernaturally lawful itself.

Solid-Phasing Touch "Water Stirs as Ice"
Your foe's poorly-controlled Ki is a tool for you to use. Using your own life energy as a guide, you can send a target's ki spiralling into the floor, forming an anchor of their own soul. Most of the time, the target doesn't even know what's happened.
Activation Time: 1 standard action.
Save: Ref
Effect: Passed Save: The target is denied its Dex bonus to AC for 1 round.
Failed Save: the target is anchored to its position. It cannot walk, jump, fly, float, teleport, phase into other dimensions, or any other special movement no matter the source of the power. If the target has any such movement active, it is dispelled (or, if a permanent effect, disabled until the Touch duration elapses).

<I haven't written the other touches yet>

Master Chakra Touches
If resisted, all Master touches have a secondary effect at least equal to the effect of a Minor touch. Master touches last for 1 minute per point of wis modifier unless otherwise noted. The DC of Master touches is equal to 14+(1/2 monk level)+(wis modifier).

Special ability: By sacrificing one Master Touch slot, the Monk can learn to include Major or Minor touches as attacks in her Flurry of Blows routine or as components of her iterative attack routine.

Null-Energy Touch "Fingers Cutting All Fabric"
Magic is a blunt tool for manipulating Ki. A trained monk, on the other hand, is an artist of ki energy. Even the most practiced magician's hard-learned spells can be nullified if their life force is reshaped to an unfamiliar pattern.
Activation Time: 1 standard action.
Save: Will
Effect: Passed Save The target is affected by Dispel Magic as though cast by a mage of the Monk's level.
Failed Save The target is banished, if possible; all magical effects susceptible to Greater Dispel Magic are dispelled; the target is affected as though inside an Antimagic Field for the duration of the touch. No spells, spell-like abilities, supernatural powers, or magic items can be used until the duration elapses.
Duration: 2 rounds per point of Wis modifier.

Quivering Palm
Pressing your hand against an opponent's chest, you can set up a vibration in their nerves and spirit that can be activated with a simple nudge using your perfectly-controlled ki.
Activation Time: 1 standard action; See special notes as well.
Save: Fort (save is performed when power is activated, not applied.)
Effect: Passed save: The target is Exhausted for 1 round and Fatigued for a number of rounds equal to your Wis bonus.
Failed save: The target is unconcsious, reduced to 0 HP, and must be stabilised or die.
Duration: Instantaneous.
Special: This is a delayed-action touch. It remains alive in the target's body for a number of weeks equal to your Wisdom bonus and can be activated at any time by the monk as a free action.
This touch can only be active in one target at a time.

<I haven't written the other touches yet>

Baron Corm

2008-02-05, 01:57 PM

Chakra touches are awesome.

Focused heart doesn't really make sense (or maybe I just can't imagine it?); it's also overpowered from what I can tell, though I would like to hear both the fluff and mechanics explained a bit more.

Slow Fall should be taken out, its progression is just an excuse to fill up dead levels, which pretty much remain dead, and the skill tricks you added seem to fill the same role nicely.

Sagacious seems a little cheesy, it should change certain named things to be Wisdom-applicable at different levels (maybe it's just me); some flavor text might change my mind.

Abundant step was made unnecessarily complicated, just take out all the checks and have it improve as the per-days increase.

Quivering Palm is too good; death on a successful save? Also the save is too high; stick with the standard.

As mentioned, level 14 is pretty much a dead level. Moving Calm Analysis to that level would be a good idea.

Missing out on a skill trick at level 19 seems kind of odd. Perhaps create a new one?

1/1 BAB and all good saves might be a little much now that the class is better, though that might just have to be tested.

I like what you did with Diamond Body and Perfect Self.

Overall a pretty good remake; looking forward to the other chakra touches.

Edit: Wait, is the time listed under the chakra touches the time it takes to perform it or the duration of the touch? Either way, one of those things needs to be explained...

Yakk

2008-02-05, 02:26 PM

Your DC on Quivering Palm is broken.

Note that Focused Heart does not prevent charges.

Second, it is a bit single-path (as opposed to multi-path, or free form). Other than the chakra touches, there isn't much choice.

The reduction in flurry penalty of a monk was designed to fit in with BaB improvements of the monk. You might want to tailor yours.

An idea:
Flurry while full attacking never causes to-hit penalties.
Flurry while simple attacking always causes to-hit penalty of -2.

...

Another idea I've always liked for monks would be "every level you get a +1 enhancement bonus to one physical stat. If this bonus exceeds your wisdom bonus, any excess is halved." This is a direct attack on the MAD nature of the monk, and lets you have different monk abilities require str/dex/con/wis.

Focused heart doesn't really make sense (or maybe I just can't imagine it?); it's also overpowered from what I can tell, though I would like to hear both the fluff and mechanics explained a bit more.Mechanically, it allows the monk to engage a high DR, making her very defensively capable, but limits her from doing much of anything while engaging it. I may punch it up to a higher level though: now that I have a PC monk, I see that her focused heart is a little high-powered for her level.

Fluff: One of the first lessons a monk must learn is that she is the commander of her own body, and no outside force can change that. Through meditative discipline, she can temporarily harden her skin using the sheer force of her will. Her physical form is infused with Ki energy: as long as the monk keeps her mind purely focused, any effort to cause that form damage is met with potent resistance.

feedback.
Slow Fall should be taken out, its progression is just an excuse to fill up dead levels, which pretty much remain dead, and the skill tricks you added seem to fill the same role nicely.A Wall Fall skill trick might do the job too, requiring a Climb check per <movement rate> fallen. That would push my later skill tricks up one level, and make it so all levels get a skill trick. I agree that Slow Fall is a pretty wasted ability.
Sagacious seems a little cheesy, it should change certain named things to be Wisdom-applicable at different levels (maybe it's just me); some flavor text might change my mind.Flavour-wise, it represents the monk using perception and comprehension to replace raw power in a particular field, but I could easily replace each Sagacious with, Sagacious Damage: choose one weapon to be governed by wisdom rather than str for damage; then at a different level, Sagacious Skill, allowing the same but changing a skill relevant stat. My player using this ability is having a lot of fun with it, talking about being a "guru of unarmed strike". Yakk's enhancement bonus to attributes is also a good alternative.
Abundant step was made unnecessarily complicated, just take out all the checks and have it improve as the per-days increase.

Quivering Palm is too good; death on a successful save? Also the save is too high; stick with the standard.Upon waking up, I agree with both these. I think Quivering Palm should actually be moved to be a Master Touch anyway. It would fit far better there.

As mentioned, level 14 is pretty much a dead level. Moving Calm Analysis to that level would be a good idea.

Missing out on a skill trick at level 19 seems kind of odd. Perhaps create a new one?L19 skill trick will now be apogee cling, thanks to adding Slowfall as a skill trick. I may improve the power of Apogee Cling since it's now such a high level trick. I'll check out what to fill 14 with, Calm Analysis might work but it's a little low-powered for a 14th level ability.

1/1 BAB and all good saves might be a little much now that the class is better, though that might just have to be tested.

I like what you did with Diamond Body and Perfect Self.

Overall a pretty good remake; looking forward to the other chakra touches.

Edit: Wait, is the time listed under the chakra touches the time it takes to perform it or the duration of the touch? Either way, one of those things needs to be explained...Bab and saves are being tested now, but the Monk still lacks in one very major area: damage dealing. I have no intend to fix that. Like I said, I think the monk should be a disabler, making her an effective mobile combat assistant. Having a high BAB allows her to do that against opponents with a high Touch AC or against whom her Touches won't work. We'll see how she winds up in playtesting; in terms of saves, if necessary I could certainly drop the good Fort save, maybe even drop Fort and Will and add a paladin-like save booster that isn't quite as potent as having all good saves.

Oh, and the time listed under Chakras is the time it takes to perform. Duration is, for the Minors, usually 1 round per point of Wis modifier.

Your DC on Quivering Palm is broken.

Note that Focused Heart does not prevent charges.Changing Q.P to be a touch with a normal DC and some other tweaks. Focused heart allowing charges is a mistake.

Second, it is a bit single-path (as opposed to multi-path, or free form). Other than the chakra touches, there isn't much choice.You're right, but I can't see too much to improve that. I could allow the skill tricks to be selectable: what about a mechanic that allows the monk to take a bonus skill trick for which she qualifies, OR the next jumping-related trick she gets in the list? A few more bonus feats here and there are also possible, perhaps making certain powers into feats (eg. calm analysis) and allowing them to be selectable?

The reduction in flurry penalty of a monk was designed to fit in with BaB improvements of the monk. You might want to tailor yours.

An idea:
Flurry while full attacking never causes to-hit penalties.
Flurry while simple attacking always causes to-hit penalty of -2.I had already considered this, and after hearing it again I think you're right. Good mechanic.

Another idea I've always liked for monks would be "every level you get a +1 enhancement bonus to one physical stat. If this bonus exceeds your wisdom bonus, any excess is halved." This is a direct attack on the MAD nature of the monk, and lets you have different monk abilities require str/dex/con/wis.

That would replace "Sagacious".This is a pretty wicked idea. I could include Sagacious as a selectable feat (ie. Sagacious Damage or some such) and replace the class feature with this. I'll give it some tests and update the class today sometime.

Thanks again folks, really good feedback.

Arbitrarity

2008-02-05, 05:19 PM

Quivering palm is broken. Not only is the DC much greater than every other ability, but it also is a "save or lose" without the save. "Make a fortitude save, or die. Then fall unconscious, and die, if you make the save". Increase the uses, lower the secondary effect. Only mettle can save you!

Erk

2008-02-05, 07:40 PM

Thanks for the feedback, folks. I've done most of the changes I listed in my last post. Also changed Ki Strike, did a few more tweaks to the trick list, and wrote a couple major and master touches. Not totally sure about the power level for major touches yet, I'll have to see what equivalent effects are available to magic users around that level. Also added a couple more selectable bonus feats, but it is still a pretty linear progression.

Edit: one more change, Guru's Wisdom adds some choices at higher level.